If you would like to know a bit about Imperial Guard Vox Casters then this is the video for you. Specifically Darrell talks about whether or not you can use multiple Vox Casters to keep re-rolling failed results till you pass.

I would say yes since you can only reroll something once. That said the image of an enraged ork nob bellowing insults and gunning down his boyz in an attempt to get them to stop running away has a certain appeal.

Unfortunately tarragon you can’t just keep killing orks to keep rerolling the test. Although honestly I think thats how it should be just because it would be funny since I know I would botch like 6+ rolls and decimate my own squad.

Page 2 of the rulebook is fairly unequivocal about this point. I’ve never seen any specific rule that permits a reroll of a reroll in a game made by Games workshop.Bloodbowl allows you to reroll a roll that would qualify your for a reroll (convoluted clause, I know) but nothing allows you to reroll something more than once.

The interesting point is when both players have the right to reroll (WFB does this more than other games) where one player has the right to reroll failures and the other can force their opponent to reroll successes. This I tend to resolve by saying that the two reroll (because otherwise I’d have to roll all of the dice, say which dice I want to reroll, and my opponent tells me to reroll the rest of them, negating any point)

Totally agree with Darrell here. It’s not possible partialy because you can’t re-roll a re-roll but also because it isn’t possible for Guard squads to have more than one vox-caster in a squad, one max per squad, one max for each officer’s squad.

I must disagree with Darrell here, about the most ironclad rule that I’ve ever seen in a rules system is the rule from page 2 that a reroll cannot be rerolled. Overturning that rule in a codex is analogous to telling Gygax that he isn’t allowed to kill characters anymore.

As mentioned before, there are cases where both sides can demand re-roll. Let’s say Blood Angels with jump pack units in reserve are allowed to re-roll failed reserve roll if they use jump packs to deepstrike from reserve. Imperial Guard has some kind of special trick which forces the opponent to re-roll succesfull reserve rolls. I don’t remember which unit or character has the ability or what it’s called, but I’m sure some IG players could back me up on this. How would this actually be solved? I guess as mentioned by imperator, the best way and most fair choice to agree on is that both inverse abilities negotiate each other, leaving you with a reserve roll which can’t be re-rolled in either case.